    shader_type canvas_item;

    uniform float radius = 0.030; 

    float rand(vec2 co){
        return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*radius;
    }

    void fragment() {
    	
    	
    	vec3 col = vec3(0);
    	
    	for (int i = 0; i < 20; i++) {
    		col+=texture(TEXTURE,
			SCREEN_UV
			+vec2(
				rand(SCREEN_UV+vec2(0,TIME-float(i))),
				rand(SCREEN_UV+vec2(0,TIME-float(i)-1200.))
					)
			).rgb
    }

    col/=20.0; 
    COLOR.rgb=col;
    }
